Pixel-Composer/scripts/node_chromatic_aberration/node_chromatic_aberration.gml

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function Node_Chromatic_Aberration(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Chromatic Aberration";
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shader = sh_chromatic_aberration;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_cen = shader_get_uniform(shader, "center");
uniform_str = shader_get_uniform(shader, "strength");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.5, 0.5 ])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference);
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inputs[| 2] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, [-16, 16, 0.01]);
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inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 3;
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var pos = inputs[| 1].getValue();
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
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inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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var center = _data[1];
var stren = _data[2];
shader_set(shader);
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shader_set_uniform_f_array_safe(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ]);
shader_set_uniform_f_array_safe(uniform_cen, center);
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shader_set_uniform_f(uniform_str, stren);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
return _outSurf;
}
}